#AREADATA Name NewTown~ Builders None~ VNUMs 1900 1999 Security 9 Credits { 0 5 } Grehyton Newbie Town~ End #MOBILES #1900 manager~ the store manager~ The manager of the general store stands here. ~ He is wearing simple leather pants and a cotton shirt. He has short leather shoes on. A red apron covers his thighs. ~ human~ ABG 0 600 0 15 2 3d9+208 0d0+0 2d6+3 pound -2 -2 -2 -2 N 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1901 master trainer jerrod~ jerrod the trainer~ Jerrod the master trainer stands here. ~ Jerrod the master trainer is wearing patent leather pants and heavy riding boots. He is sweaty and shirtless. ~ human~ ABGJ 0 800 0 45 5 25d10+3000 0d0+0 8d4+16 pound -15 -15 -15 -15 HIT ABHI 0 K stand stand male 0 AHMV ABCDEFGHIJK medium none #1902 master armorer ktef~ ktef the master amorer~ Ktef, the master armorer stands here. ~ Ktef is wearing nothing but a loin clothe and is covered in grime and sweat. ~ human~ ABG 0 0 0 15 0 0d0+0 0d0+0 0d0+0 pound 0 0 0 0 0 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1903 yules weapon smith~ yules the weapon smith~ Yules the weapon smith is standing here grinning. ~ He is wearing a cotton shirt, and black leather pants. On his feet a pair of heavy brass boots. ~ human~ ABG 0 300 0 15 0 3d9+150 0d0+0 2d6+3 pound -1 -1 -1 -1 CJ 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1904 john fat pumpmaster~ john the fat pumpmaster~ John the fat pumpmaster sits here. ~ He is sitting on a small tool. His body is covered in a cotton shirt and he is wearing leather pants. ~ human~ ABG 0 0 0 8 0 2d7+100 0d0+0 2d4+2 pound 2 2 2 2 E 0 0 0 sit sit male 0 AHMV ABCDEFGHIJK large none #1905 yurians guildmaster~ yurians the guildmaster~ Yurians the local guildmaster stands here. ~ A fine figure, trained in the skills of many guilds. He is wearing leather pants, a brass breast piece and heavy boots. ~ human~ ABGK 0 1000 0 60 6 50d10+9000 0d0+0 8d6+28 smash -25 -25 -25 -25 CEFHIJKNT 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1906 thar healer~ thar the healer~ Thar, the local healer smiles at you. ~ He is a friendly sort wearing long white robes. ~ human~ ABGa DF 0 0 20 0 3d9+333 0d0+0 2d8+5 pound -4 -4 -4 -4 P 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1907 virginia cook~ virginia the cook~ Virginia, the head cook stands here. ~ She is wearing an cotton shirt that is kinda sweaty from being over the spits. ~ elf~ ABG J 300 0 10 0 2d7+121 0d0+0 2d4+2 scratch 1 2 1 2 J 0 B Z stand stand female 0 AHMV ABCDEFGHIJK medium none #1908 smiling citizen~ a smiling citizen~ A smiling female citizen is here. ~ She is a pleasant looking lady, wearing a cotton shirt and a flower dress. ~ school monster~ AGHU 0 0 0 1 -3 2d6+6 0d0+0 1d3+0 slap 9 9 9 9 0 AB 0 C stand stand female 0 AHMV ABCDEFHJKQU medium none #1909 plump citizen~ a plump male citizen~ A plump male citizen stands here smiling. ~ He is wearing a cotton shirt, and leather pants. He looks like a friendly sort. ~ school monster~ AGHU 0 0 0 1 -2 2d6+10 0d0+0 1d4+0 smash 9 9 9 9 0 AB 0 C stand stand male 0 AHMV ABCDEFHJKQU medium none #1910 guard wannabe~ a town guard wannabe~ A town guard wannabe stands here, wishing he were more experienced. ~ He is wearing brass boots, leather pants and a cotton shirt. He has a guard badge drawn on his shirt. ~ school monster~ AGHU 0 0 0 1 0 2d6+10 0d0+0 1d5+0 pound 8 8 8 8 0 AB 0 C stand stand male 0 AHMV ABCDEFHJKQU medium none #1911 kitten~ a cute kitten~ A cute kitten stands here meowing. ~ He is black and furry and very cute. ~ cat~ AGHU Z 0 0 1 0 2d6+6 0d0+0 1d3+0 scratch 9 9 9 9 FH 0 0 0 stand stand male 0 AGHMV ABCDEFHJKQUV medium none #1912 small puppy~ a small puppy~ A small puppy stands here wagging its tail. ~ He is covered in brown fur and has a wet black nose. ~ dog~ AGHU 0 0 0 1 -1 2d6+7 0d0+0 1d3+0 bite 9 9 9 9 H 0 0 0 stand stand male 0 AGHMV ABCDEFHJKUV medium none #1913 street cleaner~ a street cleaner~ A street cleaner stands here, cleaning up the streets. ~ He looks like a friendly sort, and spends his time picking up other peoples trash. ~ human~ ACGHU 0 0 0 1 -2 2d5+7 0d0+0 1d4+0 pound 9 9 9 9 0 0 0 0 stand stand male 2 AHMV ABCDEFGHIJK medium none #1914 town guard~ a town guard~ A town guard stands here, waiting to assist the needy. ~ He is big and tough as doesnt tolerate trouble. ~ human~ AGU 0 600 0 20 2 2d7+121 0d0+0 2d8+5 pound 1 1 1 1 EIS 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1915 beaten slave~ a beaten slave ~ A badly beaten slave sits here. ~ An unfortunate elf, who has been enslaved for some strange reason. ~ elf~ AGU J 1000 0 1 -2 2d6+10 0d0+0 1d4+0 pound 9 9 9 9 0 0 B Z sit sit male 0 AHMV ABCDEFGHIJK medium none #1916 new slave~ a new slave ~ A new slave stands here, still angry at his bondage. ~ He is filthy and angry. He doesnt like being a slave. ~ human~ AGU 0 800 0 1 -2 2d6+10 0d0+0 1d4+0 pound 9 9 9 9 0 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1917 skinny slave~ a skinny slave ~ A skinny slave stands here, looking for something to eat. ~ He looks rather hungry, perhaps if he behaved they would feed him. ~ school monster~ AGU 0 400 0 1 -2 2d6+5 0d0+0 1d2+0 pound 9 9 9 9 0 AB 0 C stand stand male 0 AHMV ABCDEFHJKQU medium none #1918 huge slave~ a huge slave ~ A huge slave stands here, he is obviously well worked. ~ He has rippling muscles and bulging eyes. He would make an excellent worker. ~ human~ AG 0 300 0 1 0 2d6+13 0d0+0 1d5+0 pound 9 9 9 9 0 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1919 angry slave master~ the angry slave master~ The angry slave master is here, tired of low profits. ~ He looks fairly mean and tough, his only concern is for profit. He is obivously a goblin. ~ goblin~ ABG J -400 0 5 0 2d6+40 0d0+0 1d6+1 pound 7 7 9 8 0 0 Q C stand stand male 0 AHMV ABCDEFGHIJK medium none #1920 enslaved secretary~ the enslaved secretary~ An enslave female secretary stands here. ~ She looks horrible, bruised and her clothes are ripped in the most improper of places. ~ elf~ ABG J 500 0 3 0 2d6+35 0d0+0 0d0+0 scratch 7 7 7 7 0 0 B Z stand stand female 0 AHMV ABCDEFGHIJK medium none #1921 slaver lord~ the slaver lord ~ The goblin slaver lord stands here, happy to do business in town. ~ He is ugly and very mean, with obviously goblin like tendencies. ~ goblin~ ABG J -800 0 7 0 2d6+85 0d0+0 1d8+1 pound 5 5 7 5 0 0 Q C stand stand male 0 AHMV ABCDEFGHIJK medium none #1922 jail guard~ a jail guard~ A jail guard stands here, guarding the jail. ~ He looks sorta friendly but his years of taking people prisoner have had their toll. ~ human~ ABG 0 200 0 5 0 2d6+60 0d0+0 1d5+0 pound 8 8 7 5 0 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1923 old prisoner~ an old prisoner~ An old prisoner sits here, waiting for his day of freedom. ~ He is sorta wirey and sick looking. You wonder how long he has been here. ~ dwarf~ AG J 0 0 1 -2 2d6+10 1d4+0 0d0+0 pound 9 9 9 9 0 0 LQ R stand stand male 0 AHMV ABCDEFGHIJK medium none #1924 young prisoner~ a young prisoner~ A young prisoner stands here defiant at his capture. ~ He is very angry at having been caught during his crime. ~ elf~ AG J 0 0 1 -1 2d6+10 0d0+0 1d4+0 pound 9 9 9 9 0 0 B Z stand stand male 0 AHMV ABCDEFGHIJK medium none #1925 fat prisoner~ a fat prisoner~ A fat prisoner stands here, wanting more food. ~ He is a bit chubby, by the time he gets out you doubt that will be the case. ~ elf~ AG J 0 0 1 -2 2d6+5 0d0+0 1d3+0 pound 9 9 9 9 0 0 B Z stand stand male 0 AHMV ABCDEFGHIJK medium none #1926 tough prisoner~ a tough prisoner~ A tough prisoner stands here looking mean. ~ He has been pumping iron while in jail, in order to make him a better criminal. ~ dwarf~ AG J 0 0 3 0 2d6+10 0d0+0 1d5+0 pound 8 8 8 8 0 0 LQ R stand stand male 0 AHMV ABCDEFGHIJK medium none #1927 leroy gang leader~ leroy the gang leader~ Leroy the jail gang leader stands here defiantly. ~ He is a big mutha, boy he looks tough. ~ human~ ABG 0 -400 0 5 0 2d6+60 0d0+0 1d6+1 pound 7 7 7 7 0 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1928 leroys jail bitch~ leroys jail bitch ~ A jail bitch stands here, waiting for his man leroy. ~ He is a sick sight, a male but covered in makeup and girls clothes. ~ human~ ABG 0 0 0 1 0 2d6+4 0d0+0 1d3+0 scratch 9 9 9 0 0 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1929 small rat~ a small rat~ A small rat stands here, avoiding the prisoners. ~ He is small but would make an excellent treat for leroy. ~ rabbit~ AG 0 0 0 1 0 2d6+5 0d0+0 1d2+0 bite 9 9 9 9 FH 0 0 0 stand stand male 0 AGHMV ABCDEFHJK medium none #1930 wandering gypsy~ a wandering gypsy~ A wandering gypsy stands here. ~ He is wearing odd clothes and a strange hat. ~ human~ AG 0 300 0 6 0 2d7+71 0d0+0 1d8+1 pound 7 7 7 7 0 0 0 0 stand stand male 50 AHMV ABCDEFGHIJK medium none #1931 little kid~ a little kid~ A small freckle faced boy stands here. ~ He is young and very inexperienced. ~ human~ AG 0 0 0 1 0 2d6+10 0d0+0 1d4+0 pound 9 9 9 9 0 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium none #1932 ugly orc~ a ugly orc~ An ugly orc stands here. ~ He is big and ugly. He looks dazed though, must be the magic that holds him here. ~ orc~ ABG J -500 0 1 0 2d6+10 0d0+0 1d4+0 pound 9 9 9 9 0 0 Q S stand stand male 0 ABHMV ABCDEFGHIJK medium none #1933 filthy kobold~ a filthy kobold~ A filthy kobold stands here. ~ He is looking a bit dazed, must be the magic that keeps him here. ~ kobold~ ABG J 0 0 1 0 2d6+10 0d0+0 1d4+0 pound 9 9 9 9 0 0 L C stand stand male 0 ABHMV ABCDEFGHIJKQ medium none #1934 strange modron~ a strange modron~ An odd square shaped creature stands here. ~ Now this thing is odd, it has a wierd geometric shape. It is still from the magic that holds it here. ~ modron~ ABG J 0 0 1 0 2d6+5 0d0+0 1d2+0 pound 9 9 9 9 QR BMNPQ HIK 0 stand stand male 0 ABHMV ABCDEFGHJK medium none #1935 giant hobgoblin~ a giant hobgoblin~ A giant hobgoblin stands here. ~ He would normally attack you on sight, but the magic keeps him docile. ~ hobgoblin~ ABG J 0 0 1 0 2d6+15 0d0+0 1d4+0 pound 9 9 9 9 0 0 LQ 0 stand stand male 0 ABHMV ABCDEFGHIJKY medium none #1936 lizard man~ the lizard man~ A lizard man stands here, dazed. ~ He is under some heavy spell that keeps him docile. ~ lizard~ ABG J 0 0 1 0 2d6+8 0d0+0 1d3+0 sting 9 9 9 9 0 0 L I stand stand male 0 ABGHMVXc ABCDEFHKQV medium none #1937 war pig~ a war pig~ A war pig, trained in the arts of war sits here. ~ He is obviously under some heavy spell. ~ pig~ ABG J 0 0 1 0 2d6+0 0d0+0 1d4+0 pound 9 9 9 9 0 0 0 0 sit sit male 0 AGHMV ABCDEFHJK medium none #1938 deadly snake~ a deadly snake~ A deadly snake is here, obviously dazed. ~ It is under some spell, but you can tell it must be poisonous. ~ snake~ ABG J 0 0 1 0 2d6+6 0d0+0 1d3+0 bite 8 8 8 8 0 0 L I stand stand male 0 ABGHMVXYc ABCDEFKLQVX medium none #1939 grizzly bear~ a grizzly bear~ A large black grizzly bear sleeps here. ~ He is sleeping, but looks very mean. ~ bear~ ABG 0 0 0 1 0 2d6+10 0d0+0 1d5+0 smash 9 9 9 9 DEO 0 EI 0 sleep sleep male 0 AGHMV ABCDEFHJKUV huge none #1940 black wolf~ a black wolf~ A black wolf sits here. ~ He has a dazed look in his eyes. ~ wolf~ ABG Z 0 0 1 0 2d6+3 0d0+0 1d3+0 bite 9 9 9 9 FH 0 0 0 sit sit male 0 AGHMV ABCDEFJKQV medium none #0 #OBJECTS #1900 pouch~ a large blue pouch~ A large belt pouch rests here.~ canvas~ container 0 AO 70 A 0 30 100 0 20 30 P #1901 red pouch~ a small red pouch~ A small red belt pouch rests here.~ canvas~ container 0 AO 50 A 0 20 100 0 10 20 P #1902 leather backpack~ a leather backpack~ A leather backpack rests here.~ hard leather~ container 0 AD 150 A 0 60 100 0 100 110 P #1903 clear vial~ a clear vial of liquid.~ A clear vial of liquid rests here.~ glass~ potion 0 AO 3 1 0 0 0 0 10 78 P E vial~ A small label on the side says, ANTI-TOXIN.~ #1904 candle~ a wax candle~ A wax candle sits here.~ wax~ light 0 AO 0 0 5 0 0 0 10 5 P #1905 bamboo torch~ a bamboo torch~ A bamboo torch sits here.~ bamboo~ light 0 AO 0 0 12 0 0 0 20 10 P #1906 oil lantern~ an oil lantern~ An oil lantern rests here.~ brass~ light 0 AO 0 0 24 0 0 0 30 50 P #1907 leather pants~ a pair of leather pants.~ A pair of leather pants.~ hard leather~ armor 0 AF A A A A AC 0 40 10 P #1908 leather shoes~ a pair of leather shoes~ A pair of leather shoes sits here.~ kid leather~ armor 0 AG A A A A AB 0 20 7 P #1909 cotton shirt~ a white cotton shirt~ A white cotton shirt sits here.~ canvas~ armor 0 AD A A A A B 0 20 9 P #1910 red apron~ a red apron~ A red apron sits here.~ canvas~ armor 0 AL A A A A B 0 10 5 P #1911 patent leather pants~ a pair of patent leather pants~ A pair of black patent leather pants sits here.~ rubber~ armor 0 AF AC AC AC ABC BC 0 60 50 P #1912 heavy riding boots~ a pair of heavy riding boots~ A pair of heavy riding boots sits here.~ hard leather~ armor 0 AG C AC AB B BC 0 50 80 P #1913 brass boots~ a pair of brass boots~ A pair of shiny brass boots rest here.~ brass~ armor 0 AG AB AB AB A D 0 100 110 P #1914 brass ring~ a brass ring~ A brass ring rests here.~ brass~ armor 0 AB B B B A AB 0 10 45 P #1915 brass collar~ a brass collar~ A brass collar rests here.~ brass~ armor 0 AC B B B A B 0 20 30 P #1916 brass breast piece~ a brass breast piece~ A brass breast piece rests here.~ brass~ armor 0 AD AB AB AB B ABCD 0 400 200 P #1917 brass pot helmet~ a brass pot helmet~ A brass pot helmet rests here.~ brass~ armor 0 AE B B AB A C 0 40 25 P #1918 brass leggings~ a set of brass leggings~ A set of brass leggings rest here.~ brass~ armor 0 AF B AB B C C 0 50 38 P #1919 loin clothe~ a loin clothe~ A light dirty loin clothe rests here.~ canvas~ armor 0 AL A A A A A 0 10 1 P #1920 heavy dagger iron~ a heavy iron dagger~ A heavy iron dagger sits here.~ iron~ weapon 0 AN dagger 1 4 slash 0 0 70 25 P E dagger~ A cheaply made dagger although it is quite heavy.~ #1921 bone sword~ a bone sword ~ a bone sword sits here.~ bone~ weapon 0 AN sword 1 6 slash 0 0 30 35 P E sword~ A ivory like sword made of some large creatures thigh bone.~ #1922 crystal club~ a crystal club~ A crystal club sits in the dirt.~ crystal~ weapon 0 AN mace 1 8 crush 0 0 100 55 P E club~ A heavy clear crystal club, soaked in some sort of resin to keep it from shattering.~ #1923 barbed whip~ a barbed whip~ A barbed whip sits here.~ cloth~ weapon 0 AN whip 1 4 slash 0 0 30 15 P E whip~ A black leather coiled length with vicious little barbed teeth covering it.~ #1924 reinforced staff~ a reinforced staff~ A reinforced staff sits here.~ wood~ weapon 0 AN staff 1 6 pound 0 0 100 45 P E staff~ A long length of wood reinforced with metal tie offs.~ #1925 glass water~ a glass of water~ A glass of water sits here.~ glass~ drink 0 A 2 2 'water' 0 0 0 10 5 P #1926 small canteen~ a small canteen~ A small canteen rests here.~ canvas~ drink 0 A 5 5 'water' 0 0 0 20 25 P #1927 large canteen~ a large canteen~ A large canteen sits here.~ hard leather~ drink 0 A 15 15 'water' 0 0 0 50 35 P #1928 roasted duck~ a roasted duck~ A roasted duck sits here.~ balm~ food 0 A BD BD 0 0 0 0 10 20 P #1929 spare ribs~ a pile of spare ribs~ A pile of tasty looking spare ribs sits here.~ balm~ food 0 A BD BD 0 0 0 0 10 22 P #1930 venison burger~ a venison burger~ A venison burger sits here.~ balm~ food 0 A CD CD 0 0 0 0 10 15 P #1931 smoked corn~ a pile of smoked corn~ A smile of smoked corn sits here.~ balm~ food 0 A BD BD 0 0 0 0 10 10 P #1932 dried meat~ a strip of dried meat~ A strip of dried meat rests here.~ balm~ food 0 A CE CE 0 0 0 0 10 40 P #1933 gurgling fountain~ a gurgling fountain~ A gurgling fountain is here.~ black dragonscale~ fountain 0 0 10000 10000 'water' 0 0 0 100 0 P E fountain~ This is a beautifully carved fountain in the shape of a large black dragon. The water flows from its gaping jaws.~ #1934 green oak tree~ a green oak tree~ A large green oak tree stands here.~ wood~ furniture 0 0 AC EFGIJKM CFIL 0 0 0 5 0 P E oak tree~ Its a very large tree with nice green leaves covering it. Its branches are situated so it is easy to sit it.~ #1935 medical bed~ a medical bed~ A white medical bed is here, waiting for a patient.~ brass~ furniture 0 0 A EGHIJK EHK DGH BCEH 0 5 0 P #1936 flower dress~ a flower dress~ A flower dress sits here on the ground.~ cloth~ armor 0 AF A A A A A 0 20 5 P #1937 trash bucket~ a trash bucket~ A trash bucket sits here.~ bone~ container 0 AO 500 A 0 200 100 0 50 1 P #1938 trash poker~ a trash poker~ A trash poker rests here.~ brass~ weapon 0 AN sword 1 4 pierce 0 0 20 5 P E poker~ Its made of brass and has two pointy prongs at the end of it.~ #1939 torn family picture~ a torn family picture~ A torn family picture rests here.~ canvas~ trash 0 AO 0 0 0 0 0 0 5 0 P A 5 2 E picture~ It shows a friendly meadow in the deep woods where a family of elves stands smiling. You notice the women who looks familiar.~ #1940 slaver shackles~ a pair of slave shackles~ A pair of slaver shackles rest here.~ brass~ armor A AM A A A A B 0 50 5 P A 14 -100 #1941 burnt wand~ a burnt wand ~ A burnt wand sits here on the ground.~ clay~ wand 0 AO 5 5 5 'charm person' 0 0 20 500 P #1942 guard badge~ a guard badge~ A guard badge rests here on the ground.~ brass~ armor 0 AD B B B B A 0 5 250 P A 13 20 #1943 small map~ a small map~ A small map sits here.~ bamboo~ trash 0 AO 0 0 0 0 0 0 5 0 P E map~ -----------WHERE IVE BEEN-------------- firetop + newtown--------calinth----dearthwood----eastern + + docks + twothumbs + dearthwood + marsh + goblin strhold ------------------------------------------~ #1944 walking boots~ walking boots~ A pair of walking boots sits here.~ felt~ armor 0 AG B B B B B 0 30 1000 P A 14 50 E boots~ They look very very comfortable.~ #1945 slim dagger~ a slim dagger~ A slim dagger rests here.~ bone~ weapon 0 AN dagger 2 4 pierce 0 0 5 500 P A 18 3 #1946 glowing marble~ a glowing marble~ A glowing marble rests here.~ electrum~ light A AO 0 0 70 0 0 0 5 1 P #1947 black pumps~ a pair of black pumps~ A pair of black pumps rest here.~ hard leather~ trash 0 AG 0 0 0 0 0 0 5 1 P #1948 blue garter belt~ a blue garter belt~ A blue garter belt rests here.~ bone~ trash 0 AM 0 0 0 0 0 0 5 1 P #1949 gold necklace~ a gold necklace~ A gold necklace sits here.~ brass~ trash 0 AC 0 0 0 0 0 0 5 1 P E necklace~ In big gold letters it says. LEROYS WOMAN!~ #0 #ROOMS #1900 {YCenter Of The New District{x~ You are standing in the the center square of the new section of town. All the streets and buildings are in very good condition. From here you can go north or south on Wen road or go east and west on Eib road. In the very center of this square is a beautiful bubbling fountain, the water looks very refreshing. Citizens gather around this fountain discussing events and looking at the young adventurers wandering through. There is a wood signpost with a {bsign{x attached. Maybe you should {bREAD SIGN{x. There is also a {bplaque{x here, maybe you should also {bREAD PLAQUE{x. ~ 0 1024 1 E plaque~ ----------- From here you can go east 3 and north 1 to find the local GOODWILL. This is the place where young adventurers can get items they will need to advance in rank. Be sure to visit it before you start fighting things. Go north 2 and east 1 to find the FOOD STORE, buy some food so if you get hungry you can eat, if you get thirsty you can drink from the fountain here or go south 2 and east 1 to buy a water skin to drink from. Walk around a bit and learn where stuff is. You can train a bit by going all west then all south, or you can practice your skills by going all north and 1 west. There are other places to visit in here, but you will have to learn the rest yourself. Return here and read this plaque again if you forget, or find it on your own. ~ E sign~ --------- Welcome to the new section of town, designed to allow new players to learn the basic workings of a city and of how to play. There will be various signs around, be sure to read them. You will find everything in this section that you would find in the normal town, except here it is on a much smaller scale. This section is designed to allow you to advance to level 5 or 6 after that you will find the experience lacking. Stay here until you are ready to leave. When you are ready to leave type RECALL and you will be sent into the real city and off to real adventure. You cannot RECALL after level 10, so do leave before you gain this rank. ~ D0 You see Wen road. ~ ~ 0 -1 1901 D1 You see Eib road. ~ ~ 0 -1 1914 D2 You see Wen road. ~ ~ 0 -1 1907 D3 You see Eib road. ~ ~ 0 -1 1920 S #1901 {YWen Road{x~ You are on a newly paved street known as Wen road. To the south of here is Center square and the local fountain. Beautiful trees and shrubs line the street and a fragrant smell comes down from the north. From here you can go north or south. There is a big wooden {bsign{x here. Maybe you should read it. ~ 0 0 1 E sign~ ---------- You need to EAT and DRINK to survive here. You will get messages when you are hungry or thirsty. Food you must buy to eat. Water is usually available from a fountain in the city, or you can buy a container that holds water to take with you. To drink from a fountain you just type DRINK, or you can drink from a specific item like a buffalo water skin by typing, DRINK SKIN. These skins dont hold alot, some more then others. You will need to FILL SKIN when you are near a fountain to replenish the amount of water in the skin. Food works in the same way, when you have bought or found some food you simply eat it. For instance if you have a pie, you EAT PIE. It will then return a message to you saying your hunger level, like 'You are no longer hungry' or 'You are full'. You WILL die if you do not eat and drink. ~ D0 You see Wen road. ~ ~ 0 -1 1902 D2 You see Wen road. ~ ~ 0 -1 1900 S #1902 {YWen Road{x~ You are standing on the beautifully landscaped Wen road. All around are nice cooling trees and warm looking flowers and shrubs. A smokey barbacue smell fills the air and is coming from the east where you see a small shop. Wen road continues north and south from here. You can also go east to the small shop that smells good. There is a {bsign{x here. ~ 0 0 1 E sign~ ---------- When you are moving around the world of Rylelia (this planet). You use the cardinal directions, north, south, east, west, up and down. You can type 'east' to go east or just type 'e', alot of the commands can be abbreviated. Sometimes it is wise to see what is in the direction you are heading. Dangerous creatures could be there, or their could be a trap that is only found if you look. Here are the commands to see in different directions. 'LOOK EAST' will give you a description of what is east. Now this will not show you any creatures that may be there. To do this you need to 'scan'. Type 'SCAN EAST' and it will tell you if there are any creatures there. You will not see invisible or hidden creatures unless you can somehow detect them. Another helpful command to quickly look around is 'EXIT' by typing this you will look in each direction and see what is there. ~ D0 You see Wen road. ~ ~ 0 -1 1903 D1 You see a barbacue stand. ~ ~ 0 -1 1964 D2 You see Wen road. ~ ~ 0 -1 1901 S #1903 {YWen Road{x~ You are moving along Wen road one of the main streets that goes through this district of Calinth. From here you can head north and south along Wen road. From the south comes a fragrant appetizing smell. To the north you see a small T intersection. There is a {bsign{x here. ~ 0 0 1 E sign~ ------------ Fighting can be a dangerous game, but it is one of the few ways to increase your knowledge and rank. Some of the creatures you find during your travels will be aggressive, this means they will attack as soon as they see you. Others are more passive and will not attack unless you attack them first. FLEEing is one of the ways to get out of battle, if things are not going so good, type FLEE and you will run. Now what is very important is that things you attack will come after you and attack when they reach you, so flee and run far away or to a place you know is safe. A way to automate your fleeing is to type WIMPY. This command sets you up to flee when you reach a certain level of your total hit points. Type WIMPY 10 and you will flee at 10 hit points. You can set this to whatever you want. Before you fight a creature you should consider it first. Consider lets you see if you can kill the creature by returning a message to you. For instance if you see a goblin, type CON goblin, you will get a message telling you what your chances are. It is always best to CON things before attacking, or you might be destroyed. ~ D0 You see a small T intersection. ~ ~ 0 -1 1904 D2 You see Wen road. ~ ~ 0 -1 1902 S #1904 {YWen Road and Jail Avenue{x~ You are standing at a small t-intersection of Wen road and Jail avenue. The local jail is off to the east while Wen road continues north and south. On the west side of the street are rows of quaint cottages for the locals. There is a small {bsign{x here and a small {bplaque{x. ~ 0 0 1 E plaque~ ----------- From here you can travel east to reach the local Jail. Depending on your feelings you can kill some of these dirty criminals if you wish. Or you can look for more monster type creatures. What you kill determines the type of person you are. There is no alignment, except how you act! Moving from one extreme to another is frowned upon, try to stay in character and act how your character always acts. To the east of here a north is a healer who will help you for free but it takes time, or you can purchase heals from him or her if you have money. ~ E sign~ ------------ It is important to read the help files available to you. The first and most important are the laws. Type HELP LAWS, to read them. Other items are available through the help command as well. You can get info on just about any command there is. Remember to read these well. ~ D0 You see Wen road. ~ ~ 0 -1 1905 D1 You see Jail avenue. ~ ~ 0 -1 1936 D2 You see Wen road. ~ ~ 0 -1 1903 S #1905 {YWen Road{x~ You are standing on Wen road, beautiful shrubs and trees line both sides of the streets. Small cottages are on either side belonging to the locals, all of which are painted and in very good condition. Wen road continues north of here to a corner or south from here to a small intersection. There is a {bsign{x here. ~ 0 0 1 E sign~ ------------- Calinth is the principle city in which you live. This part of town is part of Calinth. When you are done here learning the ways of things you will venture into the big city, and it is VERY big. It might take you a while to learn your way about but feel free to ask another citizen, and they might help you. Leaving Calinth can be dangerous to those of lower rank, if you do venture out make sure you are ready. ~ D0 You see a corner. ~ ~ 0 -1 1906 D2 You see a small intersection. ~ ~ 0 -1 1904 S #1906 {YCorner of Wen Road{x~ You are standing on the corner of Wen road, from here it curves to the west. Around you are small cottages and gardens of the locals in this section. Well kept trees and flowers line the street here. There is a {bsign{x for you to read. ~ 0 0 1 E sign~ ---------- Being in a Guild is an intregal part of your life. Be sure you read the help for your guild and race to learn more about how you are supposed to act. Staying in character is very important here. Those that do not will be asked to leave. Guilds tend to work together and disrepect those members that harm others of the same guild. Do be suprised if you get killed if you disrespect your guild. Your race is also very important, it is the foundation of who you are, although you will often fight members of your own race who belong to different guilds then you. This is the nature of the guild system on Rylelia. ~ D2 You see Wen road heading south. ~ ~ 0 -1 1905 D3 You see Wen road heading west. ~ ~ 0 -1 1943 S #1907 {YWen Road{x~ You are standing just south of the center square in the New district of Calinth. Around you are small friendly looking cottages with well kept gardens and shrubs around their white picket fences. From here you can continue north to center square or go south where you here the splashing of water. There is a {bsign{x here. ~ 0 0 1 E sign~ ----------- As you move around you will get tired. When you are out of movement you will be exhausted this means you have to REST. When you REST you gain back hit points, mana and movement. While resting you can perform alot of the basic commands. Another way to get back hits, mana, and movement quicker is to SLEEP. While sleeping you cannot do most of the commands. Try typing 'REST' or 'SLEEP'. When you are done resting you need to 'STAND' when you are done sleeping you need to 'WAKE'. ~ D0 You see center square. ~ ~ 0 -1 1900 D2 You see Wen road. ~ ~ 0 -1 1908 S #1908 {YWen Road{x~ You are on the beautifully landscaped, Wen road. To the east of here you see a small pump house with a pleasant looking waterwheel spinning away at its side. You can go north or south from here as well. There is a {bsign{x here as well. ~ 0 0 1 E sign~ --------- Death is fact in all of the adventurers lives who roam this land. After you die you will awaken at the morgue. You will find it now costs you more experience to rank to the next level. You will also find that all of your belongings are gone. They are back at your corpse where you died, if you get back there in time, you can retreive them, but so can anyone else who happens upon them. Dont take death to seriously it is a fact in this dangerous land. ~ D0 You see Wen road. ~ ~ 0 -1 1907 D1 You see a small pumphouse. ~ ~ 0 -1 1965 D2 You see Wen road. ~ ~ 0 -1 1909 S #1909 {YWen Road{x~ You are on the very well kept, Wen road. Small cottages are on the east and west of you. Each has a small garden and some well kept shrubs near it. To the north you can hear the splashing of water. And to the south you see a small intersection. There is a {bsign{x here. ~ 0 0 1 E sign~ ---------- Objects you carry are very important. Armor and weapons are a part of survival. Sometimes the items will hold hidden descriptions. To find these you must LOOK at it. For example if you have a sword, type LOOK SWORD, it may or may not give you a description. Sometimes things are inside of stuff. If there is a pile of hay, type LOOK IN HAY, maybe something will be in there. If there is something inside of an object you can GET COINS HAY, or GET BOOK CHEST. Remember these as they are very very important to this world. You can also EXAMINE stuff. Doors, books, chests, and other objects have commands to, you can OPEN DOOR, or maybe CLOSE BOOK, sometimes things are locked, and if you have the key you can UNLOCK DOOR, or UNLOCK CHEST, then you can LOCK DOOR or LOCK CHEST as well. ~ D0 You see Wen road. ~ ~ 0 -1 1908 D2 You see a small intersection. ~ ~ 0 -1 1910 S #1910 {YWen Road and Wealthy Avenue{x~ You are standing on a small intersection where Wealthy avenue meets Wen road. To the east Wealthy road continues on toward an exotic zoo. To the south Wen road continues onward. There is a small {bsign{x here. ~ 0 0 1 E sign~ ---------- You character that you play is defined by his abilitys and traits. You can take a look at your character sheet by typing SCORE. This will give you alot of important information. To see what you are carrying on your person, type INV, this is short for INVENTORY. You inventory is different from what you are using at the time. What you are using can be found by typing EQ, this is short for EQUIPMENT. To use something in your inventory, you need to WEAR, WIELD or HOLD it. This will take it from your inventory and put it in your equipment. To stop using something in your equipment you need to REMOVE it. For instance you want to change weapons from a sword to a mace. Type REMOVE SWORD, then type WIELD MACE, you have now switched weapons. Sometimes you can just type WIELD MACE, and it will automatically switch it out for you. Other commands are WEAR ALL, or WIELD ALL, which will put all inventory into your empty equipment spots. If you see something laying on the you GET it. Like GET SWORD. Or if you do not want it anymore type DROP SWORD, and you will drop it, but it has to be in your inventory, you cannot DROP something from your EQUIPMENT. ~ D0 You see Wen road. ~ ~ 0 -1 1909 D1 You see Wealthy avenue. ~ ~ 0 -1 1929 D2 You see Wen road. ~ ~ 0 -1 1911 S #1911 {YWen Road{x~ You are standing between some humble village houses lined up along Wen road. Chirping birds and friendly voices greet you. You can continue by going north or south along Wen road. ~ 0 0 1 D0 You see Wen road. ~ ~ 0 -1 1910 D2 You see Wen road. ~ ~ 0 -1 1912 S #1912 {YWen Road{x~ You are standing between some humble village houses lined up along Wen road. Chirping birds and friendly voices greet you. You can continue by going north or south along Wen road. There is a {bsign{x here. ~ 0 0 1 E sign~ ---------- The rest of Calinth is not as nice as this section of town. Times are hard and the laws and regulations are strict. It is much more difficult, sometimes even finding something to eat will be a challenge. Prepare yourself here in this section of town before adventuring out. ~ D0 You see Wen road. ~ ~ 0 -1 1911 D2 You see Wen road. ~ ~ 0 -1 1913 S #1913 {YThe South End of Wen Road{x~ You are standing on the southern end of Wen road. The cottages and houses are not around you here. To the east is a grey and dismal looking city {bwall{x the same is to the south. To the west you see a small weapons shop. You can return to the north as well. There is a small {bsign{x here. ~ 0 0 1 E wall~ -------- The town wall of Calinth. Erected by the Overlord to keep out his enemys, and to keep the populace in. Its grey chipped mortar is a sign of hard oppression to many. ~ E sign~ --------- To the west of here is a weapons shop. If you have money maybe you can find a better weapon then the one you have. Go in and look around, see if anything appeals to you. Take notice of the grey city wall, this surrounds Calinth and protect it from its enemys. ~ D0 You see Wen road. ~ ~ 0 -1 1912 D3 You see a weapons shop. ~ ~ 0 -1 1967 S #1914 {YEib Road{x~ You are standing on Eib road, the main street heading east and west through the new section of town. To the west of you lies center square or you can continue east down Eib road. Small cottages are to the north and south of you. You hear birds singing and children laughing in the distance. There is a {bsign{x here. ~ 0 0 1 E sign~ ------------ Having good equipment is a major way to stay alive in the game. Sometimes you will have to sets of a certain piece, for instance you are wearing a pair of gloves and you just picked up a pair. To find out which set is better you would COMPARE them. By typing COMPARE GLOVES you will get a message telling you which pair is better. Use this command alot, it will help you find good eq. ~ D1 You see Eib road. ~ ~ 0 -1 1915 D3 You see center square. ~ ~ 0 -1 1900 S #1915 {YEib Road{x~ You are standing on the main east and west road through the new section of town. You can head east towards the goodwill and the Gate into Calinth, or you can head west towards center square. There is a {bsign{x here. ~ 0 0 1 E sign~ ---------- Using magic and fighting are fairly simple. If you want to kill something, like a goblin, type KILL GOBLIN. Using a spell works almost the same way but is a little more tricky. To cast a spell that affects you, like the armor spell, you would type CAST ARMOR. But if the spell has a two word name, you have to put quotes around it, like CAST 'GIANT STRENGTH'. Spells that have a target need the quotes and a target, like CAST 'MAGIC MISSILE' ORC. You can use the alias command to help you make these castings simpler. ~ D1 You see Eib road. ~ ~ 0 -1 1916 D3 You see Eib road. ~ ~ 0 -1 1914 S #1916 {YEib Road{x~ You are standing on a well used section of Eib road. To the south of you a couple of quaint cottages sit peacefully in the trees. To the north you see a large warehouse like building. You can continue east towards the Gate into Calinth. Or head west further into the new section of town. There is a {bsign{x here. ~ 0 0 1 E sign~ ---------- To the north of here is the local GOODWILL. There you can find free items to prepare you for your travels. Sometimes it is empty as the needy are many, other times it is stocked full of stuff. Please dont be to greedy as others are just as needy as you. ~ D0 You see a GOODWILL. ~ ~ 0 -1 1969 D1 You see Eib road. ~ ~ 0 -1 1917 D3 You see Eib road. ~ ~ 0 -1 1915 S #1917 {YEib Road{x~ You are standing on a well used section of Eib road. To the south of you a couple of quaint cottages sit peacefully in the trees. You can continue east towards the Gate into Calinth. Or head west further into the new section of town. ~ 0 0 1 D1 You see Eib road. ~ ~ 0 -1 1918 D3 You see Eib road. ~ ~ 0 -1 1916 S #1918 {YEib Road{x~ You are standing on a well used section of Eib road. To the south of you a couple of quaint cottages sit peacefully in the trees. You can continue east towards the Gate into Calinth. Or head west further into the new section of town. ~ 0 0 1 D1 You see Eib road. ~ ~ 0 -1 1919 D3 You see Eib road. ~ ~ 0 -1 1917 S #1919 Newbie Town - Eib Road~ You are standing on a well used section of Eib road. To the south of you a couple of quaint cottages sit peacefully in the trees. You can continue east towards the Gate into MUD School. Or head west further into the new section of town. ~ 0 0 1 D1 ~ ~ 1 0 3700 D3 You see Eib road. ~ ~ 0 -1 1918 S #1920 {YEib Road{x~ You are standing on a clean section of Eib road. From here you can head east to the center square, or you can go west down Eib road. Small cottages and houses occupy the tree filled lots all around you. There are children laughing in the distance. ~ 0 0 1 D1 You see center square. ~ ~ 0 -1 1900 D3 You see Eib road. ~ ~ 0 -1 1921 S #1921 {YEib Road{x~ You are standing on a quaint section of Eib road. From here you can head east to the center square, or you can go west down Eib road. Small cottages and houses occupy the tree filled lots all around you. There are birds singing in the distance. ~ 0 0 1 D1 You see Eib road. ~ ~ 0 -1 1920 D3 You see Eib road. ~ ~ 0 -1 1922 S #1922 {YEib Road{x~ You are standing on a quaint section of Eib road. From here you can head east to the center square, or you can go west down Eib road. Small cottages and houses occupy the tree filled lots all around you. There is a small shop to the south with a banging sound coming from it. There is a {bsign{x here. ~ 0 0 1 E sign~ --------- To the south of here is the local Armor shop. You can purchase pieces you might not be able to find or get some extras you might need later. To see what he offers type LIST when you get inside. ~ D1 You see Eib road. ~ ~ 0 -1 1921 D2 You see the Armorer. ~ ~ 0 -1 1966 D3 You see Eib road. ~ ~ 0 -1 1923 S #1923 {YEib Road{x~ You are standing on a quaint section of Eib road. From here you can head east to the center square, or you can go west down Eib road. Small cottages and houses occupy the tree filled lots all around you. ~ 0 0 1 D1 You see Eib road. ~ ~ 0 -1 1922 D3 You see Eib road. ~ ~ 0 -1 1924 S #1924 {YEib Road{x~ You are standing on a corner section of Eib road. From here you can head east to the center square, or you can go south down Eib road. Small cottages and houses occupy the tree filled lots all around you. ~ 0 0 1 D1 You see Eib road. ~ ~ 0 -1 1923 D2 You see Eib road. ~ ~ 0 -1 1925 S #1925 {YEib Road{x~ You are standing on a corner section of Eib road. From here you can head north towards the corner, or you can go south down Eib road. Small cottages and houses occupy the tree filled lots all around you. To the west of here you see a General Store. ~ 0 0 1 D0 You see a corner of Eib road. ~ ~ 0 -1 1924 D2 You see Eib road. ~ ~ 0 -1 1926 D3 You see a General Store. ~ ~ 0 -1 1999 S #1926 {YEib Road{x~ You are standing on a corner section of Eib road. From here you can head north towards the store, or you can go south down Eib road. Small cottages and houses occupy the tree filled lots all around you. ~ 0 0 1 D0 You see Eib road. ~ ~ 0 -1 1925 D2 You see Eib road. ~ ~ 0 -1 1927 S #1927 {YEib Road{x~ You are standing on a corner section of Eib road. From here you can head north towards the corner, or you can go south down Eib road. Small cottages and houses occupy the tree filled lots all around you. ~ 0 0 1 D0 You see Eib road. ~ ~ 0 -1 1926 D2 You see Eib road. ~ ~ 0 -1 1928 S #1928 {YEib Road{x~ You are at a dead end portion of Eib road. The city wall of Calinth lies directly to the south of you while a small training yard lies to the east, you can also return north. ~ 0 0 1 D0 You see Eib road. ~ ~ 0 -1 1927 D1 You see a training yard. ~ ~ 0 -1 1971 S #1929 {YWealthy Avenue{x~ This section road known as Wealthy avenue was built by an exotic old man who lives in a mansion in the main part of Calinth. He built this road that leads to a large structure where he keeps an exotic collection of beasts from around Rylelia. You can visit this place by heading east, or return to the west ~ 0 0 1 D1 You see Wealthy avenue. ~ ~ 0 -1 1930 D3 You see Wen road. ~ ~ 0 -1 1910 S #1930 {YWealthy Avenue{x~ This section road known as Wealthy avenue was built by an exotic old man who lives in a mansion in the main part of Calinth. He built this road that leads to a large structure where he keeps an exotic collection of beasts from around Rylelia. You can visit this place by heading east, or return to the west ~ 0 0 1 D1 You see Wealthy avenue. ~ ~ 0 -1 1931 D3 You see Wealthy ave. ~ ~ 0 -1 1929 S #1931 {YWealthy Avenue{x~ This street is lined with the best of stones and bricks gold could buy. Exotic trees and bushes are on the north and south pruned daily by some hired hands. You can head east to a corner or back west down Wealthy ave. ~ 0 0 1 D1 You see A corner. ~ ~ 0 -1 1932 D3 You see Wealthy ave. ~ ~ 0 -1 1930 S #1932 {YWealthy Avenue{x~ You are standing on a turn in Wealthy avenue. From here it heads on to the south. A building lies to the east of you but the entrance must be further down. A pungent smell is in the air. ~ 0 0 1 D2 You see Wealthy ave. ~ ~ 0 -1 1933 D3 You see Wealthy ave. ~ ~ 0 -1 1931 S #1933 {YWealthy Avenue{x~ There is a very pungent smell coming from the east where the entrance to the large building is. You notice that there are no houses on this street, the builder must want to keep people away from his strange collection. You can continue south or go north as well. ~ 0 0 1 D0 You see Wealthy ave. ~ ~ 0 -1 1932 D1 You see a large building. ~ ~ 0 -1 1989 D2 You see Wealthy ave. ~ ~ 0 -1 1934 S #1934 {YWealthy Avenue{x~ You are nearing the end of Wealthy avenue. From here you can head north towards the large building or you can go south towards a lavish inn. On either side of the street are large oak trees that sway in the breeze. ~ 0 0 1 D0 You see Wealthy ave. ~ ~ 0 -1 1933 D2 You see Wealthy ave. ~ ~ 0 -1 1935 S #1935 {YThe End Of Wealthy Avenue{x~ You have reached the end of Wealthy ave. To the east lies a lavish Inn where you can get a room and some food for the night, Or you can head back north along the avenue. The city wall of Calinth lies to the south of you. ~ 0 0 1 D0 You see Wealthy ave. ~ ~ 0 -1 1934 D1 You see a lavish inn. ~ ~ 0 -1 1970 S #1936 {YJail Avenue{x~ You are walking along Jail avenue, named so because the local jail lies off of it to the east and south. Residents do not build houses along this street for fear and escaping prisoner might attack them. Further to the east and to the north lies the healer. He is known to help all, he even frequently visits the jail to lift spirits and help the sick. ~ 0 0 1 D1 You see Jail ave. ~ ~ 0 -1 1937 D3 You see Wen road. ~ ~ 0 -1 1904 S #1937 {YJail Avenue{x~ You are walking on the only desolate stretch in the new section of town. Trees have been cleared and the plants are brown and dead. You would figure being so close to the jail would lower the value of the properties, and you were right. ~ 0 0 1 D1 You see Jail ave. ~ ~ 0 -1 1938 D3 You see Jail ave. ~ ~ 0 -1 1936 S #1938 {YJail Avenue{x~ You are walking on the only desolate stretch in the new section of town. Trees have been cleared and the plants are brown and dead. You would figure being so close to the jail would lower the value of the properties, and you were right. To the north of here is the town healer. ~ 0 0 1 D0 You see the local healer. ~ ~ 0 -1 1968 D1 You see Jail ave. ~ ~ 0 -1 1939 D3 You see Jail ave. ~ ~ 0 -1 1937 S #1939 {YJail Avenue{x~ You are walking on the only desolate stretch in the new section of town. Trees have been cleared and the plants are brown and dead. You would figure being so close to the jail would lower the value of the properties, and you were right. Jail ave curves to the south here. ~ 0 0 1 D2 You see Jail ave. ~ ~ 0 -1 1940 D3 You see Jail ave. ~ ~ 0 -1 1938 S #1940 {YJail Avenue{x~ You are walking on the only desolate stretch in the new section of town. Trees have been cleared and the plants are brown and dead. You would figure being so close to the jail would lower the value of the properties, and you were right. Jail ave heads north and south here. A large Jailhouse lies to your east but the entrance is further south. ~ 0 0 1 D0 You see Jail ave. ~ ~ 0 -1 1939 D2 You see Jail ave. ~ ~ 0 -1 1941 S #1941 {YJail Avenue{x~ You are walking on the only desolate stretch in the new section of town. Trees have been cleared and the plants are brown and dead. You would figure being so close to the jail would lower the value of the properties, and you were right. Jail ave heads north and south here. A large Jailhouse lies to your east. ~ 0 0 1 D0 You see Jail ave. ~ ~ 0 -1 1940 D1 You see the Jailhouse. ~ ~ 0 -1 1973 D2 You see Jail ave. ~ ~ 0 -1 1942 S #1942 {YThe End Of Jail Avenue{x~ You are at the end of Jail avenue. To the south over a large fence you can see the main street Eib road, the connection has been blocked to keep the prisoners from reaching it so easy. You can return to the north to head back on Jail ave. ~ 0 0 1 D0 You see Jail ave. ~ ~ 0 -1 1941 S #1943 {YWen Road{x~ You are on a more run down looking section of Wen road. To the north of here you see a local guildhouse that is willing to teach all the guild skills needed. To the east you see Wen road slowly turning to the south and to the west you hear a busy marketplace. ~ 0 0 1 D0 You a local guildhouse. ~ ~ 0 -1 1972 D1 You see Wen road. ~ ~ 0 -1 1906 D3 You see Wen road. ~ ~ 0 -1 1944 S #1944 {YWen Road{x~ You are on standing on a run down section of Wen road. It doesnt look quite so nice here. The road is potholed and broken. The normal houses you see are rather run down and shabby looking. You can head east or west from here. ~ 0 0 1 D1 You see Wen road. ~ ~ 0 -1 1943 D3 You see Wen road. ~ ~ 0 -1 1945 S #1945 {YWen Road{x~ You are on standing on a run down section of Wen road. It doesnt look quite so nice here. The road is potholed and broken. The normal houses you see are rather run down and shabby looking. You can head east or west from here. ~ 0 0 1 D1 You see Wen road. ~ ~ 0 -1 1944 D3 You see Wen road. ~ ~ 0 -1 1946 S #1946 {YWen Road's Slave Pens{x~ You are on standing on a run down section of Wen road. It doesnt look quite so nice here. The road is potholed and broken. The normal houses you see are rather run down and shabby looking. To the south of here you see the entrance to a slavers guild. To the east you can return down Wen road. ~ 0 0 1 D1 You see Wen road. ~ ~ 0 -1 1945 D2 You see a Slavers Guild. ~ ~ 0 -1 1947 S #1947 {YEntrance To The Slavers Guild{x~ You are standing in the coatroom of the Slavers guild. A sick smell assaults your nostrils and you can hear the sounds of torture in the distance. You wonder how they were able to build this place in the new section. To The west are the main offices and to the east is the auction block. ~ 0 12 0 D0 You see Wen road. ~ ~ 0 -1 1946 D1 You see the auction block. ~ ~ 0 -1 1948 D3 You see the Offices. ~ ~ 0 -1 1950 S #1948 {YThe Auction Block{x~ This rooms reeks of human bondage. Shackles and and stocks are on the walls. Fat and smelly merchants from the various wealthy familys fill the room. A raised platform is on the south wall where the deeds are done. To the east are the pens, and to the west is the entrance hall. ~ 0 0 0 D1 You see the slave pens. ~ ~ 0 -1 1949 D3 You see the entrance hall. ~ ~ 0 -1 1947 S #1949 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D2 You see the slave pens. ~ ~ 0 -1 1954 D3 You see the auction block. ~ ~ 0 -1 1948 S #1950 {YFront Office{x~ You are standing in an opulent front office of the Slave guild. The riches provided from bondage are quite rewarding. A large oak desk fills the room. To the west you see the entrance to a back office. ~ 0 0 0 D1 You see the entrance hall. ~ ~ 0 -1 1947 D3 You see a back office. ~ ~ 0 -1 1951 S #1951 {YBack Office{x~ You are in the back office of the Slaver guild. Large file cabinets line all the walls along with various instruments of torture and bondage. A leather smell fills this room. ~ 0 8192 0 D1 You see the front office. ~ ~ 0 -1 1950 S #1952 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D2 You see the slave pens. ~ ~ 0 -1 1955 S #1953 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D2 You see the slave pens. ~ ~ 0 -1 1957 S #1954 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D0 You see the slave pens. ~ ~ 0 -1 1949 D2 You see the slave pens. ~ ~ 0 -1 1958 S #1955 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D0 You see the slave pens. ~ ~ 0 -1 1952 D1 You see the slave pens. ~ ~ 0 -1 1956 S #1956 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D1 You see the slave pens. ~ ~ 0 -1 1957 D2 You see the slave pens. ~ ~ 0 -1 1959 D3 You see the slave pens. ~ ~ 0 -1 1955 S #1957 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D0 You see the slave pens. ~ ~ 0 -1 1953 D1 You see the slave pens. ~ ~ 0 -1 1958 D3 You see the slave pens. ~ ~ 0 -1 1956 S #1958 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D0 You see the slave pens. ~ ~ 0 -1 1954 D3 You see the slave pens. ~ ~ 0 -1 1957 S #1959 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D0 You see the slave pens. ~ ~ 0 -1 1956 D2 You see the slave pens. ~ ~ 0 -1 1960 S #1960 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D0 You see the slave pens. ~ ~ 0 -1 1959 D1 You see the slave pens. ~ ~ 0 -1 1961 S #1961 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D1 You see the slave pens. ~ ~ 0 -1 1962 D3 You see the slave pens. ~ ~ 0 -1 1960 S #1962 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D1 You see the slave pens. ~ ~ 0 -1 1963 D3 You see the slave pens. ~ ~ 0 -1 1961 S #1963 {RSlave Pens{x~ Sick remains of human and humanoid creatures cover the floor along with excrement and blood. Chains are attached to the walls along with smoldering torch stubs which provide a small amount of light. ~ 0 0 0 D3 You see the slave pens. ~ ~ 0 -1 1962 S #1964 {YBar-B-Que Stand{x~ A large fire pit occupies the majority of this room, good smells waft up from the many cuts of meat cooking in the 'special' sauce. A few patrons sit at wood picnic style benches placed around the room. If you want to see what is for sale type {blist{x. ~ 0 0 0 D3 You see Wen Road. ~ ~ 0 -1 1902 S #1965 {YThe PumpHouse{x~ You are standing in an oldstyle pumphouse, on the outside a large waterwheel turns with the current pouring over it. Inside here you see a large pump mechanism hooked up to a faucet that is used to fill skins and buckets that are for sale to the townsfolk and wandering adventurers. Type {blist{x to see what is for sale. ~ 0 0 0 D3 You see Wen road. ~ ~ 0 -1 1908 S #1966 {YThe Armor Shop{x~ You are standing inside a very very HOT armor shop. A large furnace burns in the rear of the building where the young helpers of the master armorer hammer away at new and strange designs. Different styles of metal work hang about the walls. Type {blist{x to see what is for sale. ~ 0 0 0 D0 You see Eib road. ~ ~ 0 -1 1922 S #1967 {YSharp As A Razor Weapon Shop{x~ You are standing inside a rather odd weapons shop. There are various practice dummys lining the walls with stab and slash wounds covering them. The owner is here cheering on some young fellow as they hack apart a dummy. Type {blist{x to see what is for sale. ~ 0 0 0 D1 You see Eib road. ~ ~ 0 -1 1913 S #1968 {YThe Fountain Of Life{x~ You are in a quiet and peaceful white chamber. A large sign bearing the Healers guild insignia is on the back wall. Beds and comfy chairs are all around. The aroma of strange herbs and medicines fill the air. ~ 0 0 0 D2 You see Jail ave. ~ ~ 0 -1 1938 S #1969 {YG{rO{BO{RD{bW{yI{GL{gL{x~ You are in the local goodwill. Here items can be purchased with the five finger discount thanx to local helpful souls. Please take what you want but do not be to greedy as others are in need as well. ~ 0 0 0 D2 You see Eib road. ~ ~ 0 -1 1916 S #1970 {YThe Incomplete Inn{x~ You are standing on the construction site of a lavish inn. It isnt quite done yet, so you are not required to stay here. ~ 0 0 0 D3 You see Wealthy ave. ~ ~ 0 -1 1935 S #1971 {GThe Training Yard{x~ You are in a large cleared area designed to help you train your skills. The various workout tools and practice dummys line the yard. Some tough trainers helpers will spar with you and a master trainer is here to teach you. Type {bhelp train{x to learn more. ~ 0 0 1 D3 You see Eib road. ~ ~ 0 -1 1928 S #1972 {GThe GuildHouse{x~ This is one of the few guildhouses in all of Rylelia that trains the skills of all the guilds. The setting is quaint and humble as they try and keep it quiet as not to upset the real guildhouses by showing wealth. You can practice your skills here if you wish. Type {bhelp practice{x to learn more. ~ 0 0 0 D2 You see Wen road. ~ ~ 0 -1 1943 S #1973 {yThe Entrance To The Jail{x~ You are standing in the entrance to the jail. Strangely enough their are no doors or bars covering the entrance. Their is a guard room to the north and the way out is to the west. ~ 0 1036 0 D0 You see the guard room ~ ~ 0 -1 1974 D3 You see Jail road. ~ ~ 0 -1 1941 S #1974 {yGuard Room To The Jail{x~ You are in the guard room of the new section minimum security jailhouse. Their are no bars or doors to this jail but the prisoners would have to get through this guard room to get out. Most dont ever try. To the north lies the beginning of the jail yard. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1975 D2 You see the Entrance hall. ~ ~ 0 -1 1973 S #1975 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1976 D2 You see the guard room. ~ ~ 0 -1 1974 S #1976 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D1 You see an open jail yard. ~ ~ 0 -1 1977 D2 You see the jail yard. ~ ~ 0 -1 1975 S #1977 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1987 D1 You see an open jail yard. ~ ~ 0 -1 1978 D2 You see the jail yard. ~ ~ 0 -1 1986 D3 You see the jail yard. ~ ~ 0 -1 1976 S #1978 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1988 D2 You see an open jail yard. ~ ~ 0 -1 1979 D3 You see the jail yard. ~ ~ 0 -1 1977 S #1979 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1978 D2 You see an open jail yard. ~ ~ 0 -1 1980 D3 You see the jail yard. ~ ~ 0 -1 1986 S #1980 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1979 D2 You see an open jail yard. ~ ~ 0 -1 1981 D3 You see the jail yard. ~ ~ 0 -1 1985 S #1981 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1980 D2 You see an open jail yard. ~ ~ 0 -1 1982 D3 You see the jail yard. ~ ~ 0 -1 1984 S #1982 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1981 D3 You see the jail yard. ~ ~ 0 -1 1983 S #1983 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1984 D1 You see an open jail yard. ~ ~ 0 -1 1982 S #1984 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1985 D1 You see an open jail yard. ~ ~ 0 -1 1981 S #1985 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1986 D1 You see an open jail yard. ~ ~ 0 -1 1980 S #1986 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D0 You see an open jail yard. ~ ~ 0 -1 1977 D1 You see an open jail yard. ~ ~ 0 -1 1979 S #1987 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D2 You see an open jail yard. ~ ~ 0 -1 1977 S #1988 {yOpen Jail Yard{x~ You are in an open jail yard. Cots and piles of straw are on the ground, there is a shithole in the corner and a few small fires keep the prisoners somewhat warm. ~ 0 0 0 D2 You see an open jail yard. ~ ~ 0 -1 1978 S #1989 {BEntrance To The Strange Collection{x~ You are standing in the entrance hall the the wealthy mans strange collection of creatures. A pungent smell of dirt and filth fill this room. A sign says, be careful of using anti-magics as the creatures are held in place using some sort of spell. To the north is the start of the exhibits. To the west lies Wealthy ave. ~ 0 1036 0 D0 You see an exhibit. ~ ~ 0 -1 1990 D3 You see Wealthy ave. ~ ~ 0 -1 1933 S #1990 {BCreature Exhibit{x~ This is the exhibit room of some wierd creature. It looks as though it hasnt been cleaned in a while. Different types of bedding lie strewn about as well as rotting pieces of food. You think the creatures must be changed around quite a bit. ~ 0 0 0 D0 You see an exhibit. ~ ~ 0 -1 1991 D2 You see the entrance hall. ~ ~ 0 -1 1989 S #1991 {BCreature Exhibit{x~ This is the exhibit room of some wierd creature. It looks as though it hasnt been cleaned in a while. Different types of bedding lie strewn about as well as rotting pieces of food. You think the creatures must be changed around quite a bit. ~ 0 0 0 D0 You see an exhibit. ~ ~ 0 -1 1992 D2 You see an exhibit. ~ ~ 0 -1 1990 S #1992 {BCreature Exhibit{x~ This is the exhibit room of some wierd creature. It looks as though it hasnt been cleaned in a while. Different types of bedding lie strewn about as well as rotting pieces of food. You think the creatures must be changed around quite a bit. ~ 0 0 0 D0 You see an exhibit. ~ ~ 0 -1 1993 D2 You see an exhibit. ~ ~ 0 -1 1991 S #1993 {BCreature Exhibit{x~ This is the exhibit room of some wierd creature. It looks as though it hasnt been cleaned in a while. Different types of bedding lie strewn about as well as rotting pieces of food. You think the creatures must be changed around quite a bit. ~ 0 0 0 D1 You see an exhibit. ~ ~ 0 -1 1994 D2 You see an exhibit. ~ ~ 0 -1 1992 S #1994 {BCreature Exhibit{x~ This is the exhibit room of some wierd creature. It looks as though it hasnt been cleaned in a while. Different types of bedding lie strewn about as well as rotting pieces of food. You think the creatures must be changed around quite a bit. ~ 0 0 0 D2 You see an exhibit. ~ ~ 0 -1 1995 D3 You see an exhibit. ~ ~ 0 -1 1993 S #1995 {BCreature Exhibit{x~ This is the exhibit room of some wierd creature. It looks as though it hasnt been cleaned in a while. Different types of bedding lie strewn about as well as rotting pieces of food. You think the creatures must be changed around quite a bit. ~ 0 0 0 D0 You see an exhibit. ~ ~ 0 -1 1994 D2 You see an exhibit. ~ ~ 0 -1 1996 S #1996 {BCreature Exhibit{x~ This is the exhibit room of some wierd creature. It looks as though it hasnt been cleaned in a while. Different types of bedding lie strewn about as well as rotting pieces of food. You think the creatures must be changed around quite a bit. ~ 0 0 0 D0 You see an exhibit. ~ ~ 0 -1 1995 D2 You see an exhibit. ~ ~ 0 -1 1997 S #1997 {BCreature Exhibit{x~ This is the exhibit room of some wierd creature. It looks as though it hasnt been cleaned in a while. Different types of bedding lie strewn about as well as rotting pieces of food. You think the creatures must be changed around quite a bit. ~ 0 0 0 D0 You see an exhibit. ~ ~ 0 -1 1996 D2 You see an exhibit. ~ ~ 0 -1 1998 S #1998 {BCreature Exhibit{x~ This is the exhibit room of some wierd creature. It looks as though it hasnt been cleaned in a while. Different types of bedding lie strewn about as well as rotting pieces of food. You think the creatures must be changed around quite a bit. ~ 0 0 0 D0 You see an exhibit. ~ ~ 0 -1 1997 D3 You see the entrance hall. ~ ~ 0 -1 1989 S #1999 {YThe General Store{x~ Welcome to the general store. Here you can buy various utilitarian items you might need along your trips and adventures. The shelves are lined with things so to take a look around just type {blist{x. ~ 0 0 0 D1 You see Eib road. ~ ~ 0 -1 1925 S #0 #SPECIALS M 1906 spec_cast_adept Load to: thar the healer S #RESETS D 0 1919 1 1 O 0 1933 100 1900 M 0 1914 5 1900 5 M 0 1908 3 1901 3 E 0 1909 100 5 E 0 1936 100 7 E 0 1908 100 8 O 0 1934 100 1902 M 0 1913 1 1903 1 E 0 1938 100 16 E 0 1937 100 17 M 0 1912 3 1904 3 M 0 1909 6 1905 6 E 0 1909 100 5 E 0 1907 100 7 O 0 1934 100 1906 M 0 1914 5 1908 1 M 0 1909 1 1909 1 M 0 1911 3 1910 3 O 0 1934 100 1912 O 0 1934 100 1916 M 0 1910 5 1917 5 E 0 1909 100 5 E 0 1907 100 7 E 0 1913 100 8 M 0 1914 5 1918 1 M 0 1913 1 1922 1 E 0 1909 100 5 E 0 1907 100 7 E 0 1938 100 16 E 0 1937 100 17 O 0 1934 100 1923 M 0 1908 1 1926 1 O 0 1934 100 1932 M 0 1914 5 1932 1 O 0 1934 100 1937 M 0 1910 1 1938 1 M 0 1931 1 1942 1 G 0 1946 100 M 0 1919 1 1948 1 E 0 1911 100 7 E 0 1912 100 8 M 0 1920 1 1950 1 E 0 1909 100 5 E 0 1936 100 7 G 0 1939 100 M 0 1921 1 1951 1 G 0 1940 100 G 0 1941 100 M 0 1915 4 1952 1 E 0 1919 100 13 M 0 1915 4 1953 1 E 0 1919 100 13 M 0 1916 4 1954 1 E 0 1919 100 13 M 0 1917 4 1954 1 E 0 1919 100 13 M 0 1917 4 1956 1 E 0 1919 100 13 M 0 1916 4 1957 1 M 0 1915 4 1958 1 E 0 1919 100 13 M 0 1916 4 1958 1 M 0 1917 4 1958 1 M 0 1915 4 1961 1 E 0 1919 100 13 M 0 1917 4 1961 1 M 0 1918 5 1962 5 E 0 1908 100 8 E 0 1919 100 13 M 0 1916 4 1963 1 E 0 1919 100 13 M 0 1907 1 1964 1 E 0 1909 100 5 E 0 1907 100 7 E 0 1908 100 8 E 0 1910 100 13 G 0 1928 100 G 0 1929 100 G 0 1930 100 G 0 1931 100 G 0 1932 100 M 0 1904 1 1965 1 E 0 1909 100 5 E 0 1907 100 7 E 0 1908 100 8 G 0 1925 100 G 0 1926 100 G 0 1927 100 M 0 1902 1 1966 1 E 0 1914 100 1 E 0 1914 100 2 E 0 1919 100 13 G 0 1913 100 G 0 1914 100 G 0 1915 100 G 0 1916 100 G 0 1917 100 G 0 1918 100 M 0 1903 1 1967 1 E 0 1909 100 5 E 0 1911 100 7 E 0 1913 100 8 G 0 1920 100 G 0 1921 100 G 0 1922 100 G 0 1923 100 G 0 1924 100 M 0 1906 1 1968 1 O 0 1935 100 1968 O 0 1935 100 1968 O 0 1935 100 1968 M 0 1930 1 1970 1 E 0 1944 100 8 E 0 1945 100 16 G 0 1943 100 M 0 1901 1 1971 1 E 0 1911 100 7 E 0 1912 100 8 M 0 1905 1 1972 1 E 0 1914 100 1 E 0 1915 100 3 E 0 1916 100 5 E 0 1907 100 7 E 0 1912 100 8 M 0 1922 9 1974 9 E 0 1942 100 5 M 0 1922 9 1974 9 M 0 1922 9 1974 9 M 0 1923 5 1976 5 M 0 1929 9 1979 9 M 0 1924 9 1980 9 M 0 1925 9 1983 9 M 0 1926 9 1986 9 M 0 1927 1 1987 1 M 0 1928 1 1988 1 E 0 1936 100 7 E 0 1949 100 3 E 0 1947 100 8 E 0 1948 100 15 M 0 1932 1 1990 1 M 0 1933 1 1991 1 M 0 1934 1 1992 1 M 0 1935 1 1993 1 M 0 1936 1 1994 1 M 0 1937 1 1995 1 M 0 1938 1 1996 1 M 0 1939 1 1997 1 M 0 1940 3 1998 3 M 0 1900 1 1999 1 E 0 1909 100 5 E 0 1907 100 7 E 0 1908 100 8 E 0 1910 100 13 G 0 1900 100 G 0 1901 100 G 0 1902 100 G 0 1903 100 G 0 1904 100 G 0 1905 100 G 0 1906 100 S #SHOPS 1900 15 0 0 0 0 100 100 0 23 1902 9 0 0 0 0 100 100 0 23 1903 5 0 0 0 0 100 100 0 23 1904 17 0 0 0 0 100 100 0 23 1907 19 0 0 0 0 100 100 0 23 0 #$